>>Perhaps a noob question, but is there a full list of all the available XML arguments? >> I'm looking to bake a Bent Normal Map >>specifically via XML. I think we include the XML schema in the xN's SDK. Not sure if it's 100% updated tho. Your XML file seems to be ok. No idea what could be wrong there, except it's not much…
Are your UVs in a strict [0,1] range? Seems the top-left and top.-right corners could be 1,001. Triangles crossing the [0,1] boundaries could be conflictive ( not the ones lying completely outside ). Could be also a good idea to snap-to-pixel the borders. Btw, an advice: give the UV borders some margin for the dilation…
I'm having trouble with a massive file. It loads up about 90% and it errors out. One time it said the mesh was void tho it will usually just say "Error loading the models: Can't import Wavefront OBJ file ****" The file is around 520 mb and 6 million triangles. I'm on a athlon x2 3800+ with 2 gigs of ram and a 7600. I'm…
Hey guys! I'm new to the normal baking stuff, so forgive me if that is a trivial problem that i'm having troubles with. (I'm working in 3ds Max 2010) I was trying to bake normals to a simple cube: http://img266.imageshack.us/img266/8881/screenshot011v.jpg i've unwrapped the right one like this:…
[ QUOTE ] This feature worked perfectly fine without any need for extra settings in older versions. [/ QUOTE ] Well, previous version uses a thing called "auto-normalization". Basically were exploring the max height and then divide all values using that value... The problem was that some points could be too far and others…
so anyway, i'm trying to bake down some polypaint information from zbrush. here's what i've done: imported basemesh into zbrush, went nuts. exported one of the lower subdivisions into max, retopo'd and uvw mapped. zbrush hates the uvw map and keeps crashing, so i've uvw mapped the mesh inside zbrush too. then gone…
It's unnecessary to use the SBM/OBV features in XNormal - When you've created the cage in the 3D View it'll automatically apply it to the model. But you can create you're own cage which'll give you more control. In your 3D application of choice just explode the mesh, duplicate and create the cage for each part and then…
Alright, so more mikktspace stuff. Right now our main issue is just that using xnormal baked maps with mikktspace loaded as the tangent space produces noticeably worse quality than using Maya baked maps loaded with Maya's tangent space(which we've got matching Maya's viewport perfectly). So I took a look at how Xnormal…
Don't set the radius near zero(left)... try to keep it always a bit more to the right. If the result it's too white you can play with the constrast slider a bit. Btw, the search radius is proportional to the object's radius ( 1/50 times exactly ) so perhaps you'll need to bake the hands sepparately from the body to get…
We've talked about this before, but I'll say it to everyone. The washed out colors effect is a gamma correction problem. OpenGL expects a gamma of 1.0, and Windows is 2.2 usually. I'm not sure who's fault this is actually. It might be you or xNormal. Setting up a color correction workflow in Photoshop usually fixes these…